The Braves - 腾蛇

Brave ones!

At the moment, it is impossible to enter the game, as planned technical work is being carried out on the server. The estimated time for the work is approximately 5 hours.

Thank you for your understanding!

PEAK - AGGRO CRAB
Patch v1.8

Hey scouts! We got another update for ya. This one is mostly targeted at stability and quality of life, but we did throw in a little morsel of content with the "Flying Disc" and Binoculars you can find at the crash site. Thank you to the beta testers for helping us get this patch out quickly!

What about larger content updates?

As for larger content updates...we're still working on it! Stay tuned because we've got some REALLY cool stuff on the way. Some of you meddling dataminers already have a clue of what it is ;)

If you've still got other burning PEAK questions, we did an AMA on the subreddit this morning you can check out!

Patch Notes

FEATURES:

  • REDUCE CAMERA BOBBING OPTION - You can now go into the settings (ON THE MAIN MENU) to enable this option to reduce camera bobbing...

    Please note that since this game is entirely physics-based, we had to do a workaround solution that’s not entirely perfect. Hopefully this is enough to make the game more playable for those with motion sickness, so please try it out and give us your feedback!\[!!] NOTE: This had bugs when toggled during gameplay in beta, so for now it is only accessible via the main menu.

  • OFFLINE PLAY PAUSE - The game now pauses in Offline Play!

  • New biome-specific sunset/sunrise music!

  • Added two new items to the crash site: the "Flying Disc" and Binoculars.

    The Flying Disc can bonk like the coconut if you throw it hard enough. The binoculars are binoculars.

BALANCE CHANGES:

  • Blowgun no longer spawns in Solo Play.

  • Anti-Rope Cannon now has a weight of 0, has no gravity at all, and the art/icon is updated.

    We just felt like it.

  • Guidebook Scrolls now spawn in chronological order, no matter where you are on the mountain. This should make the Bookworm Badge significantly less exhausting to get. Also, they now have a chance to spawn every time you play, instead of being determined by the daily seed.

    Sorry to everyone who did it the hard way...

MAJOR FIXES:

  • YOU NO LONGER WIN IF YOU DIE.

    So, literally the code that checked if players PEAKED just checked for whether or not you were past the PEAK on the forward axis. It did not check for whether you were alive. This will now prevent players from doing the thing where, by throwing themselves off the cliff or glitching into the void, they would mysteriously win the game.

  • We've improved performance in the Caldera and Kiln. To folks noting the abnormally low framerate in these areas, please let us know if it's still happening. (We don't have access to a big variety of computer specs!)

  • Total run time is now synced to the host’s time, making sure everyone either does or does not get the Speedrun achievement together.

    I saw a reddit post where one player got 1;00;00 and another got 1;00;01 and it made me sad.

  • Fixed an issue where you could not reconnect properly from the top of the Alpine onwards.

  • You can no longer get multiple ticks on you at once.

    See we're not that evil.

  • The Napberry Plant should function properly again.

  • Yet another potential fix for rare cases where the campfire was unable to be lit. Hopefully it really works this time.

  • Further reduced the intensity of the explosive spore visual effect to hopefully fix crashes related to explosions.

    Please tell us if this still happens.

  • Fixed an issue where the screen could turn black permanently if revived while swapping spectate targets.

  • Fixed an issue where the chain launcher would sometimes spawn as a broken version that didn't launch a chain when used.

  • Fixed an issue where being fed an item by a friend would instead count as them eating it for achievement purposes. (Affected Mycology, Forager, and Gourmand badges)

  • Fixed an issue where, rarely, achievements might fail to trigger for no apparent reason.

  • The Gourmand badge now properly requires the items to be cooked first before eating. Be careful!

MINOR FIXES:

  • Removed access to the cinematic camera we use for recording trailers. Oops. 

  • Fixed an issue where the guidebook wouldn't disappear on your back in first-person if you put it in a backpack.

  • Fixed an issue where your weight on the stamina bar didn't update after placing a piton while climbing.

  • Fixed an issue where your controls could get soft-locked if a held Rope Spool was incinerated by lava while you tried to tie it off.

  • PUSH-TO-TALK has been added to the Controls page so you can know what it is on gamepad.

  • Weight will now properly update when dropping all your items after passing out.

Mysteries Of FangClaw - twobitesstudio
Monsters can be stopped.
You can learn how to do this with a hint when you encounter your first monster.

Also, you can hide.
Realm of Simplicity MMORPG - admin

Bugfix

- Fixed mob drop looting UI

- Changed Settings UI to new look

- Updated game engine version

- Fixed cursor size on Linux (intermittently huge)

- Refactored keybinding system (your keybinds will be reset, sorry)

Feature

- None

Misc

- None

Performance

- None

Polish

- None

Datura Time - VladStojDatura
Player tank bullets no longer damage host (player)
Abyssal Acres - studionovaxpress

The game has its own page on Steam now!

Thank you for your interest in the game and for adding it to your wishlists.

I am actively working on the game. The following things have been added recently:

  • Game speed adjustment (x1-x2-x3)

  • Pause feature

  • Logic for barracks building operation and creation of demon warriors

  • Combat part of the game has been started. 4 classes of warriors have been selected. The logic for attack and damage is being developed.

I'm posting news and videos of current development progress in my telegram-channel . You're welcome!

MoteMancer - CyanAvatar

First of all - Thank You for an amazing EA launch week. The community response has been everything I'd hoped for and more, and I'm so looking forward to continuing to develop the game with and for our growing menagerie of MoteMancers.

I want to be up front with what to expect in the coming weeks and months - MoteMancer still has tons of polish and features and quality of life to implement, but the game is largely stable, and that changes our development posture a little bit. Where patches were coming in almost daily leading up to launch and through last week, that cadence is likely to drop to about once a week. My current plan is to keep doing Monday Musings and then push a more robust patch every Thursday.

One of the immediate things I'm going to tackle is doing a large Localization QA pass - I think the translation itself is great (please continue to give feedback where you find ways to improve it) - but there are definitely areas where there are awkward line breaks and some UI's that got missed, and I want to shore all of that up as a priority.

After that there will be a big push for additional Quality of Life and UX, in addition to getting many of the fractured researches available that didn't quite make it in time for Automation Fest. Finding a balance is definitely going to be part of the challenge - as with all game development, the more consistently a feature or fix is requested, the higher priority it will be. I'm confident that we can keep a good clip of updates, and the main challenge is going to be where to channel our focus.

But I don't want to end there. I want to end with one of my favorite story arcs that happened last week for those that missed it - proving for always and eternity that players will find ways to surprise you.

This is the tale of Ellensiel, the MoteMancer who stayed behind.

Refusing to surrender, Ellensiel chose to remain in the Library, determined to fight the encroaching threat of Entropy from within. The resources for apprenticeship after-all remained within the great hall. As instructed, Salt and Aether foundations were swiftly established, giving way to the Element of Life revealing itself.

In spite of the valiant effort, resources were running shallow, and the Elemental Orbs would require significantly more coalesced elemental essence to be reformed. Undeterred, Ellensiel found more and more nuanced tactics to leverage the tools available, cleverly threading Shifting Slabs beneath the ominous Rifts.

Such masterful order created a stronger counterbalance from the nearby Rifts, seeking to nullify the local pocket of complexity. Ellensiel, having learned much while remaining in the library, narrowly slipped through the portal to the Life Plane - seeking a way to restore the Elemental Orbs, and preserve the fragile middle, where creation renews itself against the flattening calm of Entropy.

Thank you Ellensiel for the joy of crawling around the rough edges of MoteMancer, I look forward to continually being surprised :)

~Cyanavatar

MoteMancer - CyanAvatar
Updates

  • Specialized elemental Collectors now only collect their matching Mote require their given mote - Mouseover UI shows 0 Motes of the matching element as a preview to explain it. Will likely add an error message later.
  • Note: for existing saves, the Collectors will still be there, but they will no longer Collect unmatching Motes from under them - you can no longer place a Collector on an unmatching field.
  • Collectors now show gathering rates on mouseover in the world (used to just be in inventory).
  • Collectors update their shown rates based on Array research being completed.
  • Production tab has been re-sorted for consistency.
  • Magma and Rooted Gripper cost tuning.
  • Rooted and Titan Gripper power consumption tuning.
Bug Fixes

  • Nitor should now correctly light structures on its own plane.
  • Nitor now should correctly illuminate terrain on its own plane.
  • Tidal Collector Range upgrade should now function as expected.
  • Coral Pools will no longer consume resources when attempting to plant a coral with no slots available.
  • Elemental Orb progress will now save (there is more work to be done here for the UI and actual end of game flow).
  • Movement on the research tree should no longer be affected by pathways or streamways, but is still affected by passive speed bonuses.
Enzio-Ware - Dunderhyphenp

Today we have released Enzio-Ware v2.2.-1.0-EA:01RE. That is "version two point two point negative one point zero dash early access colon zero one RE". Version 2.2.0-EA will release in full at a later date.

Cloud Save Changes

This is in regards to Unity Cloud Save NOT Steam Cloud Save.

  • The game now prioritizes your local save over your cloud save, but does still back it up.

    • Eventually we will add in a button to let you manually download the backup.

  • As for why it was removed, it risked major progress loss if you were playing offline, and there wasn’t much of a reason for it to exist once we added in Steam Cloud Saves. We also discovered that it just wasn’t uploading the cloud save sometimes.

  • If this breaks anything please email https://support@teamplcgames.com and I can manually try and restore your save to the way it was before.

PLC-Dia Revamp!

The PLC-Dia has been re-designed from the ground up to look more visually appealing, and be easier to use!

New Design

Icons are now shown in a grid layout, and only include the treasures you have unlocked. This should be easier to scroll through compared to the single column of treasures we had prior. The old layout was carried over from Onwards! To The Furthest End!! Go Forth Supreme PLC!!!,  where treasures had set spawns you had to go out and find, but with Enzio-Ware’s treasure system that no longer makes sense.

“Stats” “Entries” and “HD View” are now separate pages instead of being displayed all at once!

The entries page now lets you easily select a specific entry number instead of needing to cycle through them all. If you want to cycle through them, in addition to moving to the next entry, you can also now move to the prior entry.

The textbox has been changed to now show the silhouette of the speaker in the background. Additionally, it has been expanded to fit far more text. For entries that still cannot fit within the textbox, a slider has been added! This should make those longer entries way more readable than with the page system we had before.

The stats and HD view screens have taken a bit of a backseat, they still exist, but are no longer front and center. Over the past year, PLC-Dia entries have become more short stories based around the treasures than actual logs on said treasures. Additionally, the switch to using a python application to write treasures over an excel sheet meant that there’s no longer a difference between name/price/location/etc. in the entries for a given treasure.

For treasures that do have differences they ARE still viewable in game for now. The stats screen will show the stats correlating to the entry number you currently have open. If we ever overhaul the backend for treasures though, these differences will likely end up removed due to it requiring most treasures to have redundant data.

PLC-Dia Balance Changes
  • The requirement count for each entry has been decimated! To unlock all 8 entries, you now only need to obtain 20 of a given treasure as opposed to the prior requirement of… 140!?? Why the hell did we think that was a good idea…

  • We originally set the value that high as we have plans for other ways to get treasures in the future, however many of those plans were moved to post-full release to try and trim down on bloat. We hope the new change will make completing the PLC-Dia more approachable, and less time-intensive.

New Treasures
  • The following new treasures were added

    • Litter, Tom, Enzio-D, Fraddy’s De Minimis Delivery, Fraddy’s 2: IVDelizioso, Fraddy’s 3.99: Sin Tax, Enzio Planetoids!!Music, Amnesiac Love Bloom 2: Love Is Booming, Powerwave Army Fictional-Crux, Nihil: The Visual Novel, Kayak;Cross Infinite Memories, and Kayak;Cross Additional Memories.

  • Some of these treasures feature entries from Guy Bushell! 

Bug Fixes
  • Fixed an issue where Hecate and Jud’s “HD Views” in the PLC-Dia were swapped.

  • Fixed a potential issue with obtaining new treasures, unsure if it ever actually triggered for anyone.

  • Fixed some PLC-Dia typos

What’s Next?

Same deal as last post, Kendra and Carmy SHOULD be on the new cutscene system by the end of this month. Soundtrack still releasing soonish.

Pornocrates: VHS - Cassandra

Step into L33na’s shoes as she navigates a deadly competition engineered by the mysterious Puritarchs. In this intense cyberpunk universe, your decisions carve your story. Will you betray, ally, or fight to the end? The broadcast awaits your moves.

https://store.steampowered.com/app/3805390/L33na_Redpepper/

...

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